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#31
Farsite Colonies / Custom Map #5991: World Domina...
Last post by AutoPost - February 09, 2026, 12:58:47 AM
This topic is for discussion of map #5991: World Domination


Author: Sporkman
Size: 320x200
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#32
Colonial Space Map Discussion / Custom Map #11697: Vein Of Dee...
Last post by AutoPost - February 09, 2026, 12:45:47 AM
This topic is for discussion of map #11697: Vein Of Deep Blue


Author:
Size: 256x150

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#33
Colonial Space Map Discussion / Custom Map #11696: Test. By: ...
Last post by AutoPost - February 08, 2026, 08:32:38 PM
This topic is for discussion of map #11696: Test


Author: Me
Size: 162x121

Desc:
#34
Colonial Space Map Discussion / Re: Custom Map #11695: Perimet...
Last post by Martin Gronsdal - February 07, 2026, 06:41:46 AM
Great map!
#35
Colonial Space Map Discussion / Re: Custom Map #11685: Hamster...
Last post by Dave! - February 06, 2026, 09:25:19 PM
Fun map.
Snipers are your friend on this one, A sniper on the correct PZ is overwhelming
#36
Colonial Space Map Discussion / Re: Custom Map #11638: S03-15 ...
Last post by LappySheep - February 06, 2026, 06:55:32 PM
Quote from: Johnny Haywire on January 10, 2026, 03:52:23 PMWow, nice boss battles!

On my first attempt, I went too heavy on AC and not enough on energy/snipers.

IF YOU'RE STRUGGLING WITH THIS MAP:

1) Focus early on energy. One sprayer and 2 or 3 mines is plenty to hold off the creeper.
2) Build snipers ASAP. I think I built 2 reactors, then a third reactor while sniper was building. I had 5 snipers by the time the boss arrived. If I replayed this, I would have added two more. I eventually had 8, which worked nicely.
3) **Energy hint** Do NOT connect to all those weird tech pick-ups until you have all your snipers and have plenty of energy left over. You don't really need the tech at all, as far as I can tell. I think it's all for a future map or something so focus on what you need to build and then get the pick-ups.
4) The Overseer Boss will attack your weapons. Seems to target nearest active weapon (?) but I'm not sure. Fly your snipers to safety if they start to get attacked. Go slowly, pause a bit, be careful, etc. and you should be ok.
5) The roaches that drop from the ceiling are from Florida. That's just what they do. Enough beams will stop them from landing, but as long as you have enough snipers they'll take them out as soon as they land. I lost a collector or so a few times, but that's easy enough to replace. Once you have enough space and power, build 3 or 4 beams to take them down before they land.
6) Forget the forge until later. As I mentioned earlier, tech is almost useless in these maps, and that includes the forge even though that's the most useful tech here, imo. Build extra reactors where your forge will be and once you get enough power and the aether gem is up to about 70 or more, destroy the reactors and build the forge. Once your grandchildren have graduated from college, the forge should be about finished.

Even though I typically like tech in maps, I see where having effective bonuses in this map would just make it too easy. And I really liked the challenge in this map. Any map I have to restart is a really good challenge. Great job in making an actual, legit BOSS that requires more than a few taps to kill.

The challenge, layout, pretty much everything about this battle was cool. I look forward to a map when all the collected tech is used. In the meantime, these maps are seriously cool.

Thanks for the map!! =)

Thanks for playing. Hopefully I'll have the next one out "soon", although I've got a lot on my plate currently. Work in progress, I promise.
#37
Colonial Space Map Discussion / Custom Map #11695: Perimeter. ...
Last post by AutoPost - February 06, 2026, 01:44:14 PM
This topic is for discussion of map #11695: Perimeter


Author: BigBertha
Size: 255x255

Desc:
Work your way around the perimeter and get to that emitter! Feeding that central Uber-Bertha will be a chore at first, but a lifesaver in the end. Good luck!
#38
Farsite Colonies / Custom Map #5990: my first cur...
Last post by AutoPost - February 05, 2026, 04:41:32 PM
This topic is for discussion of map #5990: my first cursor map


Author: mildewybaker969
Size: 192x120
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#39
Colonial Space Map Discussion / Re: Custom Map #11694: Blue Er...
Last post by Martin Gronsdal - February 05, 2026, 02:04:37 PM
Quote from: BigBertha on February 05, 2026, 06:58:02 AM
Quote from: Martin Gronsdal on February 05, 2026, 04:47:38 AMvery nice map!

I started as indicated in the photo and never went beyond that base
Wow! I started at the main area at the bottom (with one base on that small AC island) and worked my way through all of those emitters, set up a bunch of Berthas on the power zones and then just shelled the inhibitor until I could bomb some AC in. Then it was easy to guppy a nullifier in to get the win. That's the easy way, I see you took a more challenging approach.

I'm curious though, why are the emitters south of your position nullified but still covered in creeper? Seems like once you do the work to take those areas you'd secure them and make use of the PZ's.

They are covered in Creeper as the screenshot is taken a moment after i nullified the inhibitor. They were in other words alive then
#40
Colonial Space Map Discussion / Re: Custom Map #11694: Blue Er...
Last post by BigBertha - February 05, 2026, 06:58:02 AM
Quote from: Martin Gronsdal on February 05, 2026, 04:47:38 AMvery nice map!

I started as indicated in the photo and never went beyond that base
Wow! I started at the main area at the bottom (with one base on that small AC island) and worked my way through all of those emitters, set up a bunch of Berthas on the power zones and then just shelled the inhibitor until I could bomb some AC in. Then it was easy to guppy a nullifier in to get the win. That's the easy way, I see you took a more challenging approach.

I'm curious though, why are the emitters south of your position nullified but still covered in creeper? Seems like once you do the work to take those areas you'd secure them and make use of the PZ's.